The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
[X] Elder Haman

Looks good. Has everything I think we need in it.

If that happens, we should capture and interrogate the leaders so we know which worlds volunteered themselves to be annexed first.

We're not likely to be annexing anyone unless they're within our desired 50 ly radius sphere of Midgard. Travel times take too long to annex anyone outside of that, not even taking into account the fact that we can't leave the sub-sector due to Warp storms anyways. Not to mention anyone who is from the Sector would likely know the Asgard Sub-sector is a force to be reckoned with, so only cultists and/or complete idiots would even try with anything short of a simply massive attack force.

If the attacking force is a cultist faction based within the Sector we inhabit, we'll eventually need to Exterminatus the crap out of them.
 
I am not comfortable leaving the orbitals of Avernus undefended. Since Haman seems like the only game in town, I will abstain.
 
To be fair, Avernus is a bitch to deal with from orbit. The sensor interference should be more than enough to prevent a calculated/systematic bombardment of our cities, and most of our inter-city traffic is subterranean. I don't think we've ever seen what the planet's response would be to a sustained ortillery bombardment either. Actually trying to land within line of sight of one of our cities is a death sentence, which they would unfortunately only make once or twice.

I think we can hold out for the two or three weeks it would take the Fleet can return. Whether or not the enemy would last that long is a different question, primarily depending on how much the native want to play with their food.
 
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Also Alfheim is relatively open for terrain right? I am thinking with the remaining space grab the black iron PDF armor, and a mix of PDF siege brigades and PDF armor, maybe some more prefab fortresses. Leave the teachers at home and the black iron PDF infantry as well. Also no idea on if we should bring any tech guard or skitrii. Armor regiments are great as they have the 4x the artillery and anti air as other regiments but take half the space. If we do want more PDF infantry, light infantry or heavy infantry we should pull from the black irons first.

Personally I want to bring max artillery it was quite effective last time and this time we have increased range with the upgrades we put in place

Actually @durin what does we and our generals think about land battles on Alfheim given what we know of their cities and terrain
they think that armour and mechanised infantry will prove to be highly useful but that you will need a mix of other infantry forces for skirmishing, city defense and mountain fighting.
 
you know now i want to see a avernite guardsmen taking on a space marine by himslef and winning.
preferebly with epic takedowns.:cool:

Our bodyguard did that in the first Chaos invasion (but they had natural 100 and Marines had nat 1)

Soul destroying likely invulnerable sword eh?

Wait, wait, wait. Is it fucking Deathsword? As in THE deathsword, weapon which was used to wound Slaanesh?

Lexicanum said:
In form, it resembled a sword that was the height of a Man and made entirely of black crystal with the power to cut through duralloy, along with being strong enough to endure the destruction of a world. This very long narrow blade was etched with complex runes and held three glowing gems set down its length with another set in the hilt. The deathsword is considered to be an echo of Kaela Mensha Khaine's mighty blade and was set in crystal with the purpose of being the bane of daemons. Being attributed to Khaine, it was said that the blade was death made manifest in the form of a weapon. With a simple gesture, the wielder of energy mightier than the sun that could be sent at targets. Strikes from the sword split the skin of their target which blackened and the flesh seemed to curdle as well as lose all moisture until it flaked away where upon it left nothing but bone beneath. Victims of the Deathsword barely had time to scream as their entire bodies became mummified and drained of all life. It was not believed that even mortal armour was capable of resisting the effects of this Eldar relic.

In truth, the sword actually fed on the soul of its victims and its wielder drunk on their tainted life essence. As such, the Eldar viewed it with revulsion and that any wielder had lost their purity by making use of it. Those that wielded it held it as if they were holding a venomous serpent with some arguing that it should never have been made.
 
@durin - Do the ships pass through Midguard's system on the way to Alfheim? I noticed that the distance to travel to Midguard, and then to Alfheim is the same as just traveling straight to Alfheim. This could allow improved coordination, or let us fill some empty space with cannon-fodder.
 
@durin - Do the ships pass through Midguard's system on the way to Alfheim? I noticed that the distance to travel to Midguard, and then to Alfheim is the same as just traveling straight to Alfheim. This could allow improved coordination, or let us fill some empty space with cannon-fodder.
no but they pass very close, it would add another 6 hours for them to stop off there
 
@durin on the adeptus mechanicus in the incomplete stc you have the mass conveyor though it has the completed description in it. Also for biologis we surveyed everglades on turn 48 which is not included in the region surveyed list
 
Governor Garp's character sheet has been updated
Governors of the Nine Worlds
Governor Garp the Young of Jotunheim
Age: 33

M: 14+9=23
I: 23 + 14 = 37
A: 15 + 11 = 26
L: 16 + 5 = 21
P: 13 + 4 = 17
D: 13
C: 16 +7 = 23

Heavyworlder (+2C, no penalties from being on High Gravity World) Garp has been born and raised on Jotunheim, a high gravity world. As such, he has adjusted to the gravity and can move easily in it. Like all heavyworlders, Garp displays great strength by the standards of other humans.
Intelligent
(+1M, +1I, +1A, +1L, +1P, +1D) – Garp is a highly intelligent man and has always been talented at whatever he does.
Son of Lufey
(+4I, -2D, less likely to be assassinated) Garp is one of the children of the paranoid Governor Lufey. As such, he has grown up dealing with plots of all forms and has an almost instinctual understanding of them.
Military Intellectual
(+2M, +1A, +4L, -2C) Garp has spent most of his life cultivating his reputation as a weak intellectual. This was what allowed him to survive the death of his father, but it resulted in him not developing his combat skills to the level he could have and having a poor reputation with the military. A reputation that was soon cleared as he demonstrated that one of his fields of study was military tactics, which he proved to be giftedin.
The Resolute-
(+2M, +2I, +3A, +4P, +2C, bonus when defending, less likely to change his mind or give up, +4 Military Morale, +3 Civilian Morale, -5% number of cultists)- Over his time in office Governor Garp has earned the title "The Resolute" for managing to hold Jotunheim together though the Civil War and the period of isolation that followed. His sheer stubbornness and ability to inspire his men, despite several near successful assassination attempts, to hold firm will be remembered on Jotunheim long after he dies.
Carrot and Stick
(+3I, +1D, +5 to rolls to detect cults, -10% number of cultists)- Governor Garp proved to be highly effective at using the carrot and stick approach to bring the Chaos Cults on Jotunheim under control.
Ruthless
(+1M, +2I, -2D, +1C, -1 Civilain Morale)- In his time as Governor of Jotunheim Garp has developed a high degree of ruthlessness, being perfectly comfortable with ordering entire towns and cities purged if necessary.
Expert Administrator -
(+4A) - Governor Garp has proven himself to be a expert administrator in his time as Governor, having rebuilt Jotunheim after the civil war in record time and then continuing to increase the level of productivity and organisation to unheard of levels.
Pragmatic
(+1M, +2I, +2A, +2D, -1P) - Governor Garp is highly pragmatic and is willing to do whatever is needed, even if it offends his personal sensibilities a bit.
Experienced Commander (+2M, +5 to miltary morale rolls under his command)- Governor Garp has gained quite a lot of experience commanding men at war in the early years of his governorship.
Skilled Survivor (+3C, less likely to die) - Governor Garp has found himself in great personal danger many times throughout his early years as Governor and has manged to come out alive each time due to a combination of combat skill, quick thinking and luck.
"Oz" Ogryn Bodyguard (+1C, far less likely to die in combat or of assassination) As Garp's most trusted bodyguard, the Ogryn Oz follows him everywhere. This has saved Garp's life many times as Oz is a terrifyingly effective bodyguard, in part because like most of the Jotun, as the Oyryns of Jotunheim call themselves, Oz is far smarter then the average Ogryn.

Governor Garp of Jotunheim was the youngest son of the previous Governor, Lufey the Cruel, before all of his elder brothers killed each other trying to seize power in the wake of his father's death. This was orchestrated by Lord Krumm, Lufey's Chief of Security and a Tzeenchian psyker, who planned to use Garp as a puppet ruler. He chose Garp because he was both the youngest and had a reputation as a foolish and weak intellectual. In fact, Garp was the most cunning of his brothers and had purposefully cultivated his reputation to avoid being considered a threat by his elder brothers. Garp saw though Lord Krumm's plan and had him executed by Oz and took Governorship at the tender age of sixteen.

Unfortunately, soon after he took power, a rebellion led by Lord Krumm's people began and has continued ever since, with half of the army of Jotunheim's military standing against him. Due to the intervention of Avernite Helltroopers and Knights of the Aesir, the rebellion is beginning to collapse, but it has already caused much disruption to Jotunheim.

This rebellion lasted for almost a decade and during the final years Jotunheim was trapped in a Warp Storm, isolated from any support. Despite this and the fact that around a third of the population fell to chaos Governor Garp managed to not only wiped out the rebels but managed to re-build Jotunheim and make several major societal improvements, earning the title Governor Garp the Resolute.
 
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